As are all other modrons, the countless hordes of tridrones are extradimensional clockwork beings, hailing from the highly orderly plane of Mechanus. Their fantastic alien physiology is a bizarre blend of flesh and gears, and this, combined with their inherently magical nature, is the source of the tridrones' many and various ascendant powers.
Modron Physique: the children of Mechanus, the infinite masses of modrons are a potent blend of organism and mechanism. Modrons seamlessly combine the two diametric designs into a seamless whole, a feat which is made possible by their highly orderly, magically charged bodies. Tridrones are no exception to this rule, and have access to these powerful abilities as a result:
* Agelessness (s): all modrons, regardless of rank or station, are ageless in nature. Instead of having the longevity power, which implies an eventual lifespan, modrons simply do not age whatsoever. In fact, if not slain by accident or design, a modron may effectively live on forever, adopting new and more versatile forms as it ascends the ladder of law.
* Body Armor (s): both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, base modrons should be treated as having intensity 4 (+1) protection from attacks of a conventional sort. This is often enough defense to discourage assault by most mundane beings against a throng of (or even just one) tridrone.
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism (s): all modrons, even the lowly tridrone, are completely immune to these attack forms. As beings of ultimate order, they are able to shrug off such effects with ease - though they can readily perceive when such assaults are used (albeit unsuccessfully) against them.
* Resistance to Cold, Corrosion, and Fire Attacks (s): the modron physique is highly resistant, albeit not totally immune to, the effects of extreme cold, heat, and corrosives - this despite their partially metallic nature. They possess intensity 4 (+1) damage reduction against such attack forms, allowing them to maneuver in most hostile environs with relative ease - which comes in handy during the Modron March.
Additional Limbs / Arm and Legs (a): tridrones have three arms and six legs, one of the former and two of the latter anchored to each 'face' of their inverted pyramid-style frame. Their extra arm allows tridrones to bring two hands to bear in any direction, if not granting an additional attack, while their six legs allow tridrones a +1 to their Strength for the purposes of determining land speed.
Circular Vision (w): having three eyes, each of which is set apart by 120 degrees on their inverted pyramid-style frame, the tridrones benefit from full 360 degree vision at all times. As this is a function of physiology and not a power, per se, this power has no intensity (but then again, it cannot be negated, either, so this isn't necessarily a bad thing).
Hindrances / Augmentations:
Modrons, if on a special mission, can be equipped with just about any type of necessary device. For instance, tridrones, if they know they will be going into battle, will carry three javelins with them, to be thrown at an opponent at the beginning of battle. Usually, the use of these +3 weapons can quickly end conflicts with beings of like power.
Law (i): more than anything else, the modrons are ultimate masters of law, knowing their own clockwork plane in and out. They extend this basic knowledge of What Should Be to all aspects of existence, and should make any Intellect action based on the knowledge of orderly systems at one difficulty level lower than normal, using either Intellect or Willpower if regarding Mechanus, and with an autotrump concerning Regulus.
Repair / Tinkering (a): furthermore, in their capacity as the caretakers of Mechanus (as far as they are concerned, at least), modrons have a preternatural knowledge of mechanical systems. In addition to allowing them to keep the gears of their home plane running smoothly, this skill doubles as an effective first aid skill for modrons, letting them utilize basic medicinal skills on their brethren.
Skill / Spears (s): tridrones have an inherent skill with the use of long, stave-like objects with pointy ends. Whether they be spears, javelins, or other sharp-ended shafts, a tridrone can use them to deadly effect. In battle, tridrones make attacks with spears at one difficulty level lower than normal, and can either use them in melee or throw them (the latter being an Agility attack).
Soldier: more so than any other beings in the multiverse, modrons live to further the influence of law and order. They follow the orders of their superiors instinctively, for to do otherwise is incomprehensible. While this calling sounds more militant than modrons really are, it should be noted that they are virtual exemplars of the soldier mindset.
The most important difference between a tridrone and their subordinate modrons is that tridrones are capable of truly advanced cognitive functions, In other words, they are effectively sentient beings, and can converse in both the native modron tongue and planar common. Like all modrons, however, little else besides order concerns them.
The tridrones appear as upside-down, three-sided pyramids, balanced upright by six legs (two extending from each side of the pyramid). Each side of the 'pyramid' also holds a complete, one-eyed fleshy face in the general modron style, and one arm, all three of which a tridrone can bring to bear in battle. Tridrones stand at five feet tall.
Tridrones serve as the administrative arm of Mechanus' laborers. After receiving instruction from their quadrone superiors, tridrones will subdivide such tasks amongst the various duodrones they are responsible for, who then share pieces of these jobs with the monodrones. A tridrone is usually in charge of twelve duodrones at one time.